What it doesConquerStats shows a bit of extra information about how players are playing their game. In one of the tables you can see how many times every player has attacked his opponents. In another table you can see how efficiently players are using their reinforcements. The total number of reinforcements in all game rounds is shown and divided in four groups: Regular Reinforcements (those you get for having a certain amount of countries), Bonus (those you get for holding continents) Territory Bonus (auto deployed troops for holding certain territories) Spoils (those you get for cashing a set of cards).

The chart is hosted in a Silverlight (more or less Microsoft's version of Flash) application, so you will need to download the Silverlight runtime if you don't have it already. A download button will automatically appear in the game-screen when you need to download it. You will still need Greasemonkey to insert the chart into the website.

ToDo listItems on this list are under development.

Toggle cumulative totals for charts (Total armies at beginning of the turn)

Add an option to continue to draw a 0-reinforcements line for eliminated players

Integrate with the BOB script so gamelogs don't have to be downloaded 2 times

1.5.0:- The reinforcements table now shows the same stat types as the chart;- Fixed strike through style for eliminated players;- The version update check now only checks once per browser session, instead of every page view;- Some minor lingo changes.

1.4.0: - There now is a setting to define where ConquerStats should appear on the screen: Above to gamelog or Below the gamechat.

Wow!First thoughts: you should include the armies each player starts with, for the efficiency calculation. I've got one that shows 200% efficiency, and I imagine it would cause errors for any player who hasn't taken a turn yet.*edit*After playing around a bit more, could you also add neutrals to the attack list (I like to know how many territories a player has taken in conquest maps) and something funny is going on here Game 3257565. Maybe because of the fog, but it hasn't counted any of my opponents attacks against me, I assume because the territory names are recorded in the log. Presumably, you won't be able to see a count for either of us, but a cursory glance at the log will show that we've been fighting.

BaldAdonis wrote:Wow!First thoughts: you should include the armies each player starts with, for the efficiency calculation. I've got one that shows 200% efficiency, and I imagine it would cause errors for any player who hasn't taken a turn yet.*edit*After playing around a bit more, could you also add neutrals to the attack list (I like to know how many territories a player has taken in conquest maps) and something funny is going on here Game 3257565. Maybe because of the fog, but it hasn't counted any of my opponents attacks against me, I assume because the territory names are recorded in the log. Presumably, you won't be able to see a count for either of us, but a cursory glance at the log will show that we've been fighting.

a) Include attacks against Neutral armies.b) for "no cards" games - drop the 2 columns about card reinforcements.c) I assume you have to download the full log and parse through this to get your stats? - you might want to test what happens when you goto game Game 1000001

1) Me love you long time2) Very long time3) Is it possible to show totals for teams? I notice I have reinforced 15 or so armies to a teammate, leaving me with bad efficiency, and boosting theirs to 188%, so it;'s hard to tell on a team-for-team basis

OliverFA wrote:It's a pitty that the log does not show failed attacks, because then you would be able to display that information in your script.

Yea indeed, that would have been nice. But from what I read (somewhere here in the forums) they are working on improving the logs. I will include it in the script as soon as they release it. In the meantime I'll try to get as much out of it as possible, and make a good base for the upcoming log enhancements.

Hmm, that might have something to do with other (grease monkey) scripts trying to access a remote file at the same time. Could you please paste your list of installed scripts (in the order they appear)?

yeti_c wrote:You can get this in BOB by leaving the game screen very soon after loading it too.

C.

In the BOB plugin for getting the snapshot XML the script retries up to 10 times, has that something to do with this problem aswell? And do you have any idea why it still fails quite often after the page has been open for a while, but always works after a refresh?

yeti_c wrote:You can get this in BOB by leaving the game screen very soon after loading it too.

C.

In the BOB plugin for getting the snapshot XML the script retries up to 10 times, has that something to do with this problem aswell? And do you have any idea why it still fails quite often after the page has been open for a while, but always works after a refresh?

Yes - if you the image has changed then the 'URL' you have for it will be wrong so the server will return nothing - so you have to have the latest map image to take the snapshot - this can often happen in freestyle or speed. (i.e. someone else is playing and has changed the map)

cspare - for some reason in a game I just finished "total attacks" was reading way too low.

It said I had something like 10 successful attacks when I had 8 in that round alone.

could you also explain what the stats are (either a hover CSS tooltip type thing or a help box)

Last request: an update alert like BOB and clickable maps have so that users who have this installed will know when to upgrade without coming here?

Is this using the new XML file?

Great work!Twill

<edit> I lied, couple more suggestions: Split the graph into a 2nd thread, you're going to get a lot of traffic on that one and separate threads would be best.

Requests for the chart: add dates along the bottom (the date games ended?) and plot the game as a linkable point on the graph so a user can click on a point and be taken straight to a game for reference.